// Copyright(c) 2019 - 2020, #Momo
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met :
// 
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// 
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and /or other materials provided with the distribution.
// 
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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#include "RectangleObject.h"

namespace MxEngine
{
    void RectangleObject::Init(float halfSize)
    {
        std::array vertecies =
        {
            Vector4(-halfSize, -halfSize, 0.5f, 1.0f),
            Vector4( halfSize, -halfSize, 0.5f, 1.0f),
            Vector4(-halfSize,  halfSize, 0.5f, 1.0f),
            Vector4( halfSize,  halfSize, 0.5f, 1.0f),
        };

        std::array indicies = {
            0u, 1u, 2u,
            2u, 1u, 3u,
        };

        this->VBO = Factory<VertexBuffer>::Create(
            (float*)vertecies.data(), 
            vertecies.size() * (sizeof(Vector4) / sizeof(float)), 
            UsageType::STATIC_DRAW
        );

        this->IBO = Factory<IndexBuffer>::Create(
            indicies.data(),
            indicies.size(),
            UsageType::STATIC_DRAW
        );

        std::array vertexLayout = {
            VertexAttribute::Entry<Vector4>()
        };
        this->VAO = Factory<VertexArray>::Create();
        VAO->AddVertexLayout(*this->VBO, vertexLayout, VertexAttributeInputRate::PER_VERTEX);
        VAO->LinkIndexBuffer(*this->IBO);
    }
    
    const VertexArray& RectangleObject::GetVAO() const
    {
        return *this->VAO;
    }
}